Method and apparatus for offering a guaranteed win

ABSTRACT

A method in accordance with one embodiment of the present invention is provided, the method comprising the steps of generating a first outcome of a game of chance, determining a target outcome, receiving a first wager, generating a second outcome based on the first outcome, and repeating the step of generating the second outcome until the second outcome matches the target outcome, before receiving any second wager.

This application claims the benefit of priority of U.S. ProvisionalPatent Application Ser. No. 60/307,441, filed Jul. 24, 2001, thecontents of which are incorporated by reference herein for all purposes.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to the following co-pending applications:

-   -   (i) U.S. patent application Ser. No. 09/481,204, filed Jan. 11,        2000, and issued on Sep. 25, 2001 as U.S. Pat. No. 6,293,866 B1;        which is a continuation of U.S. patent application Ser. No.        08/775,388, filed Dec. 30, 1996, and issued on Aug. 29, 2000 as        U.S. Pat. No. 6,110,041; and also    -   (ii) U.S. patent application Ser. No. 09/568,484, filed May 10,        2000; which is a continuation of U.S. patent application Ser.        No. 09/052,295, filed Mar. 31, 1998, and issued on Jul. 11, 2000        as U.S. Pat. No. 6,086,477; and also    -   (iii) U.S. patent application Ser. No. 09/879,299, filed Jun.        12, 2001; which is a continuation-in-part of U.S. patent        application Ser. No. 09/437,204, filed Nov. 9, 1999, and issued        on Jun. 12, 2001 as U.S. Pat. No. 6,244,957; which is a        continuation of U.S. patent application Ser. No. 08/774,487,        filed Dec. 30, 1996, and issued on Jan. 11, 2000 as U.S. Pat.        No. 6,012,983;        the contents of each of which are incorporated by reference        herein for all purposes.

FIELD OF THE INVENTION

The present invention relates to game playing apparatus and methods.

BACKGROUND OF THE INVENTION

Game playing may be based on skill and/or based on chance. In games ofchance, a player places a wager on one or more games, and may receive apayout based on the outcome of the game and/or the wager. Games ofchance may occur via various devices or may be conducted without adevice. Examples of devices for games of chance include, withoutlimitation, video poker machines, video blackjack machines, mechanicalslot machines, and video slot machines.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of one embodiment of the present invention.

FIG. 2 is a block diagram of a server of one embodiment.

FIG. 3 is a block diagram of a gaming device of one embodiment.

FIG. 4 is a tabular representation of one embodiment of a playerdatabase.

FIG. 5 is a tabular representation of one embodiment of an offertracking database.

FIG. 6 is a flow chart representing one embodiment of a process that maybe performed by a gaming device.

FIG. 7 is a flow chart representing one embodiment of a process that maybe performed by a gaming device.

FIG. 8 is a flow chart representing one embodiment of a process that maybe performed by a gaming device.

FIG. 9 is a flow chart representing one embodiment of a process that maybe performed by a gaming device.

FIG. 10 is a flow chart representing one embodiment of a process thatmay be performed by a gaming device.

FIG. 11 is a display according to one embodiment.

FIG. 12 is a display according to another embodiment.

FIG. 13 is a tabular representation of a payout table according to oneembodiment.

DETAILED DESCRIPTION OF THE INVENTION

Applicants have recognized that many different types of players wouldfind it appealing to ensure they will enjoy one or more aspects of awinning experience. For example, many types of players would find itappealing to be guaranteed a win at a game of chance, to be guaranteedto achieve a winning outcome, to be guaranteed to achieve one or moregame elements, or to be guaranteed a positive payout amount.

Some types of players would find it appealing to be ensured they willreceive a particular outcome. For example, a player may find itappealing to have play of a game continue until a particular outcome isachieved. Some players may find it appealing to be able to receive apayout amount that corresponds to a number of iterations required toachieve a particular outcome. Many different types of players would findit appealing to be able to designate a particular outcome as an outcomethat, if achieved, will end a game and/or will result in a positivepayout amount being provided to the player.

Some types of players would find it appealing to be guaranteed theoccurrence of one or more aspects of a winning experience in exchangefor a payment. For example, some players would find it appealing toprovide a payment and in return be permitted to have play of a gamecontinue until he wins. Some players would also find it appealing to beable to break a “cold streak” at a game of chance by guaranteeing theoccurrence of one or more aspects of a winning experience.

Applicants have also recognized that many different types of partieswould benefit in various ways from participating in a payout to aplayer. Also, many different types of parties, including withoutlimitation merchants and casinos, may benefit from the use by players ofgaming devices that offer opportunities to players to enjoy aspects of awinning experience.

1. System

Referring now to FIG. 1, a system 100 according to one or moreembodiments of the present invention includes server 102 that is incommunication with gaming devices 108, 110 and 112. Each of the gamingdevices may comprise one or more computing devices, such as those basedon the Intel® Pentium® processor, adapted to communicate with the server102, and/or may comprise a personal computer; a portable type ofcomputer, such as a laptop computer, a palm-top computer, a wearablecomputer, or a hand-held computer; and/or a Personal Digital Assistant(PDA). Other equivalent devices capable of performing the methodsspecified herein are well known in the art.

Any number of gaming devices may be in communication with the server102. The number of each depicted in FIG. 1 is solely for purposes ofillustration

The server 102 may communicate with the gaming devices directly or via anetwork, including, without limitation, the Internet, wireless networkprotocol, local area network or a combination thereof; through a Website maintained by the server 102 on a remote server; or over an on-linedata network including, without limitation, commercial on-line serviceproviders and bulletin board systems. The server 102 may communicatewith the gaming devices directly or indirectly. In some embodiments, thedevices may communicate with the server 102 over RF, cable TV, satellitelinks and the like.

Those skilled in the art will understand that devices in communicationwith each other need not be continually transmitting to each other. Onthe contrary, such devices need only transmit to each other asnecessary, and may actually refrain from exchanging data most of thetime. For example, a device in communication with another device via theInternet may not transmit data to the other device for weeks at a time.

The server 102 may function as a “Web server” that generates Web pages(documents on the Web that typically include an HTML file and associatedgraphics and script files) that may be accessed via the Web and allowscommunication with the server 102 in a manner known in the art.

FIG. 1 depicts only an embodiment of the invention. Other arrangementsof devices to perform various methods specified herein will be readilyappreciated by those of skill in the art.

2. Devices

FIG. 2 illustrates an embodiment of the server 102. The server 200 maybe implemented as a system controller, a dedicated hardware circuit, anappropriately programmed general-purpose computer, or any otherappropriate device including, without limitation, electronic, mechanicalor electro-mechanical devices.

The server 200 of the illustrated embodiment comprises a processor 201,such as one or more Intel® Pentium® microprocessors. The processor 201is in communication with a data storage device 202. The data storagedevice 202 comprises magnetic memory, optical memory, semiconductormemory or any combination thereof. The data storage device 202 mayinclude, for example, Random Access Memory (RAM), Read-Only Memory(ROM), a compact disc and/or a hard disk. The processor 201 and thestorage device 202 may each be, for example: (i) located entirely withina single computer or computing device; or (ii) connected to each otherby a remote communication medium including, without limitation, a serialport cable, a telephone line, a network connection or a radio frequencytransceiver. In some embodiments, the server 102 may comprise one ormore computers that are connected to a remote server computer formaintaining databases.

The data storage device 202 stores a program 203 for controlling theprocessor 201. The processor 201 performs instructions of the program203, and thereby operates in accordance with the present invention, andparticularly in accordance with the methods described in detail herein.The program 203 may be stored in a compressed, uncompiled and/orencrypted format, as well as in a variety of other forms known in theart. The program 203 furthermore includes program elements that may benecessary, including, without limitation, an operating system, adatabase management system and “device drivers” for allowing theprocessor 201 to interface with one or more peripheral devices.Appropriate program elements are well known to those skilled in the art,and need not be described in detail herein.

According to an embodiment of the present invention, the instructions ofthe program 203 may be read into a main memory from anothercomputer-readable medium, such as into RAM from a hard drive or ROM.Execution of sequences of the instructions in program 203 causesprocessor 201 to perform process steps described herein. In alternativeembodiments, hard-wired circuitry may be used in place of, or incombination with, software instructions for implementation of one ormore processes of the present invention, as would be understood by thoseof skill in the art. Thus, embodiments of the present invention are notlimited to hardware, software or any specific combination of hardwareand software.

The storage device 202 also stores a player database 210, described indetail below.

FIG. 3 illustrates an embodiment of a gaming device. Well-known examplesof gaming devices include, without limitation, slot machines. Well-knownexamples of slot machines include, without limitation, video pokermachines, video blackjack machines, mechanical slot machines, video slotmachines, video keno machines, video bingo machines, pachinko machines,and video lottery terminals. The gaming device may be implemented as adedicated hardware circuit, an appropriately programmed general-purposecomputer, or any other appropriate device including, without limitation,electronic, mechanical or electro-mechanical devices. Accordingly, thegaming device need not include the various exemplary components depictedin FIG. 3.

The gaming device 300 of the illustrated embodiment comprises aprocessor 301, such as one or more Intel® Pentium® microprocessors. Theprocessor 301 is in communication with a data storage device 302. Thedata storage device 302 comprises magnetic memory, optical memory,semiconductor memory or any combination thereof. The data storage device302 may include, for example, Random Access Memory (RAM), Read-OnlyMemory (ROM), a compact disc and/or a hard disk. The processor 301 andthe storage device 302 may each be, for example: (i) located entirelywithin a single computer or computing device; or (ii) connected to eachother by a remote communication medium, including, without limitation, aserial port cable, a telephone line, a network connection or a radiofrequency transceiver. In some embodiments, the gaming device maycomprise one or more computers that are connected to a remote servercomputer for maintaining databases.

The data storage device 302 stores a program 303 for controlling theprocessor 301. The processor 301 performs instructions of the program303, and thereby operates in accordance with the present invention, andparticularly in accordance with the methods described in detail herein.The program 303 may be stored in a compressed, uncompiled and/orencrypted format, as well as in a variety of other forms known in theart. The program 303 furthermore includes program elements that may benecessary, including, without limitation, an operating system, adatabase management system and “device drivers” for allowing theprocessor 301 to interface with one or more peripheral devices.Appropriate program elements are well known to those skilled in the art,and need not be described in detail herein.

According to an embodiment of the present invention, the instructions ofthe program 303 may be read into a main memory from anothercomputer-readable medium, such as into RAM from a hard drive or ROM.Execution of sequences of the instructions in program 303 causesprocessor 301 to perform process steps described herein. In alternativeembodiments, hard-wired circuitry may be used in place of, or incombination with, software instructions for implementation of theprocesses of the present invention, as would be understood by those ofskill in the art. Thus, embodiments of the present invention are notlimited to hardware, software or any specific combination of hardwareand software.

The storage device 302 also stores an offer tracking database 318,described in detail below.

The processor 301 may also be in communication with a cash dispenser304, which dispenses coins and/or bills to players that have requestedto have funds be dispensed. In another example, the cash dispenser 304may dispense bills and/or tokens without a request by a player to havefunds be dispensed (e.g., may dispense automatically in response to asignal from the processor 301).

The processor 301 may also be in communication with a player trackingcard device 306, which preferably performs functions related to playertracking cards, such as reading player tracking cards and communicatinginformation read from such cards to the processor 301. Typically,information read from such cards includes unique player identifiers,such as a sequence of digits or a sequence of alphanumeric characters.

The processor 301 may also be in communication with a player inputdevice 308, which receives input from the player. Input device 308 maycomprise a variety of devices, including, without limitation, one ormore buttons, touch screens, handles, keypads, pointer devices (e.g., amouse, a trackball), microphones or any combination of the above.

The processor 301 may also be in communication with a printer 310, whichmay be commanded to print onto a substrate, such as paper or othermaterial. Printing may be via ink jet, laser printing or othermethodology for registering indicia on a substrate. Alternatively, thesubstrate may be registered with indicia by deforming the substrate in avariety of ways known in the art, including, without limitation,punching holes in the substrate and raising and/or lowering portions ofthe substrate relative to other portions. The printer 310 may be usedfor printing, e.g., receipts, coupons, or tickets.

The processor 301 may also be in communication with a ticket reader 312,which is capable of reading, for example, receipts, coupons and/ortickets, and particularly indicia registered on any such substrates. Theticket reader 312 may use optical sensing of printed indicia, forexample, and optical character recognition to read indicia from a ticketinserted in the ticket reader 312.

The processor 301 may also be in communication with a credit card reader314. Such devices are known in the art, and generally allow a card suchas a credit card or debit card to be inserted therewithin. The card mayinclude a magnetic stripe or other form of data storage, which thecredit card reader 314 is capable of sensing and interpreting.Typically, the credit card reader allows a credit card transaction to beprocessed by communication with a credit card clearinghouse in a mannerknown in the art.

The processor 301 may also be in communication with a display screen316, which displays images in a manner known in the art. Typical displayscreens include, without limitation, liquid crystal displays, plasmadisplays and video display monitors.

3. Databases

Any databases noted above are described in detail below and depictedwith exemplary entries in the accompanying figures. As will beunderstood by those skilled in the art, the schematic illustrations andaccompanying descriptions of the databases presented herein areexemplary arrangements for stored representations of information. Anumber of other arrangements may be employed besides those suggested bythe tables shown. For example, those skilled in the art will understandthat the number and/or content of the databases can be different fromthose illustrated herein. The exemplary information of two or moredescribed databases alternatively may be included in one database.Further, the exemplary information of one described databasealternatively may be included in more than one database. Similarly, theillustrated entries of the databases represent exemplary informationonly; those skilled in the art will understand that the number and/orcontent of the entries can be different from those illustrated herein.Based on the present disclosure many other arrangements of data will bereadily understood by those of skill in the art.

3.1. Player Database

FIG. 4 is a tabular representation 400 of the player database 210 ofFIG. 2. The tabular representation 400 of the player database 210includes a number of example records or entries, each indicating aplayer. Those skilled in the art will understand that the playerdatabase 210 may include any number of entries. The tabularrepresentation 400 also defines fields for each of the entries orrecords. The fields specify: (i) a player identifier 402 that uniquelyidentifies the player, such as a player tracking card number; (ii) aplayer name 404; (iii) a financial account identifier 406 of the player,which may represent, for example, a credit card account, a debit cardaccount and other financial accounts; (iv) a home address 408 of theplayer; (v) an email address 410 of the player; (vi) a demographic 412of the player, which may indicate, for example, the gender, age,residence, income and/or occupation of the player; (vii) a preferredprimary outcome 414 of the player, which provides an indication of oneor more initial outcomes from which, or based on which, the playerprefers to pursue one or more target outcomes; (viii) a preferred targetoutcome 416 of the player, which provides an indication of one or moreoutcomes that the player prefers to achieve; and (ix) a historicaltheoretical win 418 of the player, based on, for example, the number andtypes of games the player has played.

Not all of the fields depicted in FIG. 4 are required, and varioussubstitutions, deletions and other changes to the tabular representationwill be readily apparent to those of ordinary skill in the art. Forexample, the preferred primary outcome is not needed in manyembodiments. The depicted fields, for example the demographicinformation, are for illustration only. Various other forms ofdemographic information are described herein and still others will bereadily apparent to those of skill in the art.

3.2. Offer Tracking Database

FIG. 5 is a tabular representation 500 of the offer tracking database318 of FIG. 3. The tabular representation 500 of the offer trackingdatabase 318 includes an example record or entry indicating informationabout an exemplary offer. Those skilled in the art will understand thatthe offer tracking database 318 may include any number of entries. Thetabular representation 500 also defines fields for the entries orrecords. The fields specify: (i) a player identifier 502 that uniquelyidentifies a player; (ii) a primary outcome 504 that includes arepresentation of a primary outcome associated with an offer, such as aprimary hand or a primary set of game symbols; (iii) a target outcome506 that includes a representation of a target outcome associated withthe offer, such as a target hand or target set of symbols that theplayer desires to achieve; (iv) a current outcome 508 that includes arepresentation of a current outcome, such as a current hand or currentset of game symbols; (v) a number of iterations 510 determined thus farin association with the offer; (vi) a maximum number of iterations 512allowed the player, if applicable to the offer; and (vii) an offer endtime 514 that corresponds a maximum amount of time allowed to achievethe target outcome, if applicable to the offer.

The tabular representation 500 of the offer tracking database 318 alsodefines a field specifying an expected payout 516 that the player wouldbe provided by accepting an offer that guaranteed the target outcome.The tabular representation 500 of the offer tracking database 318 alsodefines a representation of a payout table associated with the offerbeing tracked. The representation of the payout table also definesfields, which specify: (i) an iteration 518 that indicates a particulariteration corresponding to an attempt to achieve the target outcome 506,such as the generation of a hand of cards or one or more game symbols;(ii) a probability of achieving the target outcome 520 on the particulariteration; and (iii) a payout amount 522 that indicates an amount to beprovided to the player if the target outcome is achieved on theparticular iteration.

Not all of the fields depicted in FIG. 5 are required, and varioussubstitutions, deletions and other changes to the tabular representationwill be readily apparent to those of ordinary skill in the art. Forexample, the maximum number of iterations 512 is not needed in manyembodiments. As another example, neither the player identifier 502, themaximum amount of time allowed 514, nor the probability of achieving thetarget outcome 520 is needed in many embodiments. The depicted fields,for example the primary, target, and current outcomes, are forillustration only. Various other types and/or representations ofoutcomes are described herein and still others will be readily apparentto those of skill in the art.

The representation of the values for payout amounts 522 are depicted inFIG. 5 in terms of a number of coins. Payout amounts may alternativelybe represented as a variable ‘X’. In other words, the ratio of valuesfor any two payout amounts may be a constant. Many other representationsare possible. For example, the payout amount 522 may include for eachrespective iteration a dollar amount (or credit amount, etc.).

4. Processes

Referring to FIG. 6, a flow chart 600 represents an embodiment of thepresent invention that may be performed by a gaming device, including,without limitation, a slot machine or video poker machine. Theparticular arrangement of elements in the flow chart of FIG. 6, as wellas the other flow charts discussed herein, is not meant to imply a fixedorder to the steps; the steps can be practiced in any order that ispracticable for various embodiments of the present invention.

A gaming device determines a primary outcome (step 610) and determines atarget outcome (step 620). The target outcome is usually but not alwaysdetermined by receiving an indication of a designation of the targetoutcome by a player. The target outcome is typically, but not always,based on the primary outcome. The gaming device also determines a payouttable (step 630). The payout table is preferably, but not necessarily,based on the target outcome. The gaming device also receives anindication of a wager by a player (step 640). The gaming devicegenerates a secondary outcome without requiring any additional wager(step 650) and then determines whether the secondary outcome matches thetarget outcome (step 660). In some embodiments, the secondary outcome isgenerated based on the primary outcome. For example, the secondaryoutcome may include at least one game symbol or element included in theprimary outcome. If the secondary outcome matches the target outcome, apayout is provided to the player (step 670) in a manner known in theart, for example, by adjusting a credit balance. If the secondaryoutcome does not match the target outcome, another secondary outcome isgenerated without requiring any additional wager (step 650) and theprocess continues.

In some embodiments of the present invention, outcomes, includingprimary outcomes, target outcomes, and/or secondary outcomes may begenerated based on a random or pseudo-random process (e.g., based on arandom number generator of the gaming device). In some embodiments,outcomes may be determined in accordance with one or more payout tables,in a manner well known in the art. In some embodiments, outcomes may bebased at least partly on the skill of the player.

In one or more embodiments of the present invention, outcomes may bebased at least in part by a selection by a player. For example, theplayer may indicate a preference for a target outcome or primaryoutcome. Some embodiments provide for determining an outcome in responseto a signal from a player. Players, for example, may request thegeneration of an outcome, or alternatively may indicate a preference foran outcome, by using a player input device of gaming device. Forexample, the gaming device may receive a signal via a button, a handle,or a touch screen.

Some embodiments provide for determining an outcome after or in responseto receiving an indication of a wager by a player. In some alternativeembodiments, a primary or target outcome is determined (e.g., generatedby a gaming device) before receiving a wager from a player. In someembodiments, outcomes may be determined by the gaming device or by aserver automatically.

In some embodiments of the present invention, outcomes (e.g., generatedoutcomes, indications of preferred outcomes) may be received by a gamingdevice from a player and/or a server. For example, a gaming device maydisplay a representation of one or more outcomes to a player (e.g., viaa menu), and receive an indication of at least one outcome selected bythe player.

In some embodiments, outcomes or indications of outcomes may be receivedby a gaming device via a signal, a computer-readable medium, and/or acomputer-readable memory. For example, a player may use a wireless PDAto beam a selection of a target outcome to an appropriately configuredgaming device. In another example, an indication of an outcome may bestored on a memory of a player tracking card or other portable memory.In some embodiments, indications of outcomes may be received via areceipt or ticket. For example, a player may have started a session at afirst gaming device and established a primary outcome and a targetoutcome, and received one or more secondary outcomes. An indication ofsuch outcomes may be output to a player tracking card, or,alternatively, indicated on printed substrate, such as a gaming receipt.Then, the player may continue a guaranteed outcome session at a secondgaming device by having the second gaming device read the gaming receiptor the player tracking card.

In some embodiments, outcomes of games of chance may comprise, withoutlimitation, a slot reel, a slot reel symbol, a card, and/or a hand ofcards. Other types of game elements or symbols and configurations ofsuch elements are well known in the art. In some embodiments, theprimary outcome is a losing outcome according to a standard payout tableassociated with the game of chance. In some embodiments, the primaryoutcome and/or target outcome are predetermined; the player is not givena choice.

In some embodiments, the target outcome is determined based on theprimary outcome. For example, the target outcome has a higher associatedrank than the primary outcome. In another example, the target outcomeincludes at least one game element or symbol that is included in theprimary outcome.

A primary outcome may be any random or non-random set of information,including, without limitation, a configuration of symbols along the payline of a slot machine, a set of cards that appear face-up on a videopoker machine, a set of numbers appearing on a video keno machine, andso on. Some exemplary primary outcomes are:

-   -   Lemon-lemon-bar (e.g., appearing on a three reel slot machine)    -   A(h), A(s), A(d), J(h), 4(h) (e.g., appearing on a video poker        machine)    -   Dealer: K(s), unknown; Player: 10(d), 2(h) (e.g., appearing on a        video blackjack machine)

In some embodiments, a primary outcome is generated automatically,without initiation by the player. In one embodiment, the primary outcomeis always the same outcome; the player does not get to designate adesired primary outcome or have a primary outcome generated. Forexample, the primary outcome in a video poker game might always be:K(s), Q(s), J(s), 10(s), 2(d). This primary outcome would,advantageously, always allow a player to draw to a royal flush, the mostexciting outcome in video poker.

In other embodiments, the player chooses the primary outcome. The playermay, for example, choose to have two reels of a three-reel slot machineread: bar-bar. The player then gets to spin the third reel in order toachieve a bar-bar-bar outcome.

In some embodiments, the target outcome will typically be an improvementover the primary outcome. For example, if the primary outcome is a pokerhand, then the target outcome will typically be a poker hand of higherrank. In another example, if the primary outcome is a losing symbolconfiguration at a slot machine, then the target outcome will typicallybe a winning one. In yet another example, if the primary outcome at aslot machine is a winning symbol configuration, then the target outcomemay be an outcome with an even higher value.

A target outcome will typically, but not always, bear some resemblanceto the primary outcome. For example, if a primary outcome in video drawpoker is: A(d), A(h), 6(c), 6(s), 2(d), then the target outcome may beeither a hand with three aces and two sixes, or two aces and threesixes, i.e., a full house. Although a target outcome might be a straight(e.g., A(d), K(h), Q(s), J(s), 10(h)), a straight would bear littleresemblance to the primary outcome and would therefore be reasonablyimprobable given the primary outcome. Of course, the target outcomecould be the described straight, or any desired outcome in accordancewith some embodiments. Similarly, in a three-reel slot game, a targetoutcome of bar-bar-bar would be typical given a primary outcome ofbar-bar-orange.

The following are exemplary pairs of primary (shown first) and targetoutcomes (shown second):

-   -   cherry-cherry-orange→cherry-cherry-cherry (on a three-reel slot        machine)    -   teapot-teapot-mug-donut-saucer→teapot-teapot-teapot-any-any (on        a five-reel slot machine)    -   A(h), J(h), 9(h), 6(h), 2(s)→A(h), J(h), 9(h), 6(h), any(h) (on        a video poker machine)    -   A→A, J (in video blackjack)

In many embodiments, the gaming device anticipates the target outcomebased on the primary outcome. For example, if the primary outcomediffers by only one card or one symbol from a winning outcome (e.g., ina standard payout table), then the gaming device may anticipate that thewinning outcome will be the target outcome. The gaming device may thenhave the anticipated target outcome as a default target outcome, subjectto change if the player so desires.

For example, if the primary outcome is “bell-bell-lemon,” then thegaming device may execute a program to compare the primary outcome toall winning outcomes stored in a winning outcome database (not shown).The gaming device may determine that the “bell-bell-lemon” outcomediffers from the winning outcome of “bell-bell-bell,” in only the thirdsymbol. Therefore, the gaming device may display “bell-bell-bell” as thetarget outcome. If the player then wishes, he may still select adiffering target outcome using menus or using some other method.However, in some embodiments, the player has no choice as to the targetoutcome. Rather, the target outcome is set automatically by the gamingdevice.

In some embodiments, there are multiple target outcomes. For example, aplayer holding a hand of J(s), 10(s), 9(s), 8(s), 5(h), in video drawpoker, may have target outcomes of any straight, or any flush. Thus, ifthe player discards the 5(h) and draws any 7 or any Q, he achieves atarget outcome of a straight. If the player draws any spade, then heachieves a target outcome of a flush. If the player draws a seven ofspades or a queen of spades, then he achieves a straight flush, whichmay have a higher payout than either a simple straight or a simpleflush.

Once again, the gaming device may automatically set the multiple targetoutcomes. In one embodiment, target outcomes are set automatically to beany outcomes of higher rank or higher value than the primary outcome. Invideo poker, target outcomes might be any hands with higher pokerrankings than that of the primary hand. In a slot machine embodiment,target outcomes may be any outcomes with typical payouts higher thanthat of the primary outcome.

In some embodiments, target outcomes are any outcomes of higher rank orvalue that can be achieved by changing only a particular subset of thecards or symbols associated with the primary outcome. For example, togenerate a secondary outcome, a player may only be able to spin one reelof a three-reel slot machine. Then, if a primary outcome was“bar-bar-seven”, the player would be able to achieve a target outcome of“bar-bar-bar”, but not of “seven-seven-seven”, since the latter wouldrequire the spin of more than one reel from the primary outcome.

In a reel slot machine embodiment, the player begins by selecting thesymbol for the first reel in the target outcome. He highlights the “bar”in a menu containing a 7, bell, cherry, plum, bar, and orange. Herepeats the process for the second and third reels. FIG. 11 shows anexemplary display 1100 from which a player selects target outcomes. InFIG. 11, the player has already selected the first two symbols 1102,1104 of a target outcome, both of these being “bar”. The player is inthe process of choosing the third symbol 1106 of the target outcome byselecting the third symbol from a menu of possible symbols.

In a related embodiment, a player does not select a target outcomesymbol by symbol or card by card. Rather, the player selects a completeoutcome from a list of outcomes. For example, the player selects“bar-bar-bar” from a menu of outcomes rather than selecting “bar” from amenu for the first reel, “bar” from the menu of the second reel, andthen “bar” from the menu for the third reel. In either embodiment, theplayer may touch areas on the screen of the device in order to indicatemenu choices. For example, the player touches the area on a screen wherean “orange” symbol is displayed so as to select “orange” as a targetoutcome for the first reel of the slot machine. The player might alsopress plastic buttons on the gaming device, each button corresponding toa symbol, card, or outcome to be selected. In another embodiment, theplayer scrolls through menus using arrow buttons. An “enter” button maybe used to confirm a highlighted choice. Many other input mechanisms arepossible, including those that use keyboards, computer mice, or voiceinputs.

Once the player or the gaming device has determined a target outcome,the target outcome may be stored, for example, in the offer trackingdatabase 318.

According to various embodiments, the gaming device may determine apayout table based on the primary and target outcomes. In manyembodiments, the payout table describes how much money the playerreceives as a function of the number of secondary outcomes that must begenerated before a secondary outcome matches the target outcome.

In one example, a video poker player holds: 10, 10, 3, 3, 6. The targetoutcome is any full house, i.e.: 10, 10, 3, 3, 10 or 10, 10, 3, 3, 3.The player is to keep drawing and discarding the fifth card until hedraws another 10 or a 3. The payout table indicates that, for a wager of5 coins the player will win 15 coins if he achieves a full house thefirst time he draws, 10 coins if he achieves a full house the secondtime he draws, 8 coins if he achieves the full house the third time hedraws, and so on.

A payout table may individually list a particular payout for eachpossible number of iterations. In the previous example, with a standardfifty-two card deck, the player is guaranteed to draw either a 10 or a 3within 44 tries, so long as discarded cards are not reinserted into thedeck. Thus, a corresponding payout table may have a total of 44 entries.The first line gives the payout for achieving the full house on thefirst draw, the second line gives the payout for achieving the fullhouse on the second draw, and so on. In another embodiment, the payouttable describes a single payout in association with achieving the targetoutcome(s) in a range of tries. For example, the payout table has asingle line that gives the payout for achieving the target outcome inthirteen or more tries. Other configurations of information aboutpayouts and iterations will be understood by those of skill in the art.

In one embodiment, the payout table is structured to provide the playerwith an expected payout that is less than the amount of the player'swager. For example, the payout table may be structured such that theplayer receives, on average, 95 cents for every dollar wagered on thetarget outcome. In some embodiments, however, the payout table mayprovide the player with an expected payout that is greater than theamount of his wager. This may occur, for example, if the primary outcomeis itself a special outcome. For example, a primary outcome of astraight in video poker is typically a winning outcome. The player maytherefore be given a payout table with a positive expected return if theplayer draws to the straight flush. A player might also be granted apayout table with a positive expected payout if, for example, the playeragrees to do business with a particular merchant. For example, theplayer might agree to switch his long distance service provider. Thelong distance service provider might then sponsor a payout table with apositive expected return. In embodiments where the payout table providesthe player with an expected payout greater than the amount of his wager,the player may be limited in the amount of his wager.

In another embodiment, the player is involved in a standard game ofvideo poker before deciding to switch to a version of the game describedby one or more embodiments herein. For example, the player has beendealt a first five card hand. The player now has one opportunity todiscard and draw additional cards before the game is decided. However,after being dealt the initial five-card hand, the player may switch tothe game where he continues to draw new cards until he achieves one of aset of target outcomes. In this case, the payout table may be structuredso that the expected winnings for the player in the new version of thegame are related to what the player's expected winnings would be in theold version of the game. For example, the expected winnings from bothversions of the game might be identical.

To illustrate an example, a 6/9 Jacks or Better™ video draw poker playerholds: A(d), K(d), Q(d), J(d), 4(h). With proper play, the player willdiscard the 4(h) and draw a new card. The new card can give the player anumber of favorable outcomes. Any ace, king, queen, or jack (a total of12 possibilities in a diminishing deck) will give the player a pair. Thepayout for a pair, jacks or better, is 1 token. A 10(s), 10(h), or10(c), a total of three possibilities, will give the player a simplestraight, with a payout of 4 tokens. A 9 through 2 of diamonds (8possibilities), will give the player a simple flush, with a payout of 6tokens. Finally, a 10(d), or one possibility, will give the player aroyal straight flush, with a payout of 800 tokens. Thus, the expectedpayout to a player with the above hand is: $\begin{matrix}{\begin{matrix}{{{EV}\quad{pair}} + {{EV}\quad{straight}} +} \\{{{EV}\quad{flush}} +} \\{{EV}\quad{royal}\quad{straight}\quad{flush}}\end{matrix} = {{{12/47} \times 1\quad{token}} + {{3/47} \times 4\quad{tokens}} +}} \\{{{8/47} \times 6\quad{tokens}} + {{1/47} \times 800\quad{tokens}}} \\{= {18.55\quad{tokens}}}\end{matrix}$

Therefore, if the player decides to play the version of the game wherehe keeps drawing until he gets the royal straight flush, he may be givena payout table with an expected payout of 18.55 tokens, or nearly so.For example, the player may receive 400 tokens for achieving the royalstraight flush on the first draw, 50 tokens on the second, then 40, 30,25, 22, 20, 18, 15, 12, 10, 10, 10, 10, 10, and 6 tokens thereafter. Theexpected winnings for the player can be derived by multiplying thewinnings paid for achieving the target outcome on a given iterationtimes the probability of achieving the target outcome on that iteration.In this example, the player is equally likely to achieve the targetoutcome on each of 47 possible iterations. The probability in each caseis 1/47, as there are 47 cards remaining in the 52-card deck, and onlyone of them, the 10(d), provides the player with the target outcome. Theindividual products are then added up. The expected winnings for theplayer are then:1/47×400 tokens+1/47×50 tokens+1/47×40 tokens+1/47×30 tokens+1/47×25tokens+ . . . +1/47×6 tokens=18.51 tokens

The expected winnings for the player in the second version is 18.51tokens, comparable to the player's expected winnings in the firstversion. Advantageously, in the second version, the player is guaranteedat least 6 tokens. In the first version, the player might have wonnothing, and may have been very disappointed.

For a particular combination of primary outcome and target outcome, thegaming device may have a pre-stored payout table. Alternatively, thegaming device may generate the payout table only after a primary outcomehas been achieved and a target outcome has been specified. Then, basedon the particulars of the game, the gaming device may determine theprobability of achieving the target outcome in each of one, two, three,etc., iterations. The gaming device may then assign payouts forachieving the target outcomes in each of one, two, three, etc.,iterations so as to keep the expected winnings for the player below thatof the player's wager.

A gaming device may be constrained to assign payouts corresponding toone, two, three, etc. iterations in such a way as to result in arequired expected payout. However, there may remain significant leewayin how the payouts are assigned. For example, at one extreme, allpayouts are the same, regardless of the iteration on which the playerachieves the target outcome. In this case, each payout would be equal tothe expected payout. Typically, but not always, the payout for achievingthe target outcome on the first iteration will be larger than the payoutfor achieving the target outcome on the second iteration, and the payoutfor the second iteration larger than that for the third, and so on.

Accordingly, the gaming device may work under the additional constraintsof setting the payout for the first iteration at some multiple of thepayout for the second iteration, and the payout for the second iterationat some multiple of the payout for the third iteration, and so on. Forexample, for a target outcome that must be achieved in, at most, fiveiterations, a gaming device may be required to set the payout table suchthat the expected payout is 24 coins, and the payouts are in theproportion 11:8:6:4:1. If a player is equally likely to achieve thetarget outcome on each of the five iterations, then the payout tablemust be: 44, 32, 24, 16, 4, with each number corresponding to itsrespective iteration. Aside from a required expected payout, and arequired proportion between the sizes of the prizes for the differentiterations, there are many other constraints that might be placed on apayout table.

A payout table may display payouts in absolute terms or as a function ofbet size. For example, a payout may be listed as “10 coins” or it may belisted as “10×”, which would be ten times the player's bet. Forinstance, if the player were to bet 3 coins and win a “10×” payout, hewould win 30 coins.

In one embodiment, a payout table may take the form of a two dimensionalgrid. Along one axis, the numbers of iterations required to hit thetarget outcome may be provided. Along another axis, the possible targetoutcomes may be indicated. Thus, each entry would specify a payout forhitting a specific target outcome in a specific number of iterations.FIG. 13 depicts an exemplary representation 1300 of such a generalizedpayout table. By viewing a generalized payout table, a player can seehow much he will win for achieving a straight in 4 iterations, or howmuch he will win for achieving a flush in 6 iterations.

A player who is not satisfied with a particular payout table may selecta different target outcome, allow the gaming device to generate a newpayout table, and determine whether to accept the new table.

FIG. 12 is an exemplary representation of a display 1200 of a payouttable on a screen. Having just selected a target outcome, a player mightview the resultant payout table shown in FIG. 12, and might thendetermine whether to accept the payout table or to select a new targetoutcome with a payout table potentially more suited to the player'staste. Display 1200 represents the target outcome 1202 and indicates anumber of tries 1204 corresponding to a number of iterations that willbe required to achieve the target outcome, in association with a payout1206 for achieving the target outcome on that try. Representativedisplay 1200 always includes a “Continue” button 1208 and a “Select NewTarget Outcome” button 1210. According to some embodiments, the playeris able to request a different target outcome if he does not want toaccept the displayed target outcome. For instance, the player may notfeel the payout table is favorable.

In another embodiment, the player may specify all or part of a payouttable. For example, the player may select the payout for achieving thetarget outcome in one iteration. The gaming device may then setremaining payouts so as to maintain a certain expected payout. If aplayer tries setting too many payouts, with a resultant guaranteedadvantage to the player, then the gaming device may prevent the playerfrom doing so. For example, the player is prevented from selecting apayout amount over 300 for achieving his target outcome in oneiteration. This is because, with a payout of 300 for the firstiteration, the gaming device would not be able to select any combinationof payouts for other iterations that would offset the expected valuegiven the player by his selection.

Once a payout table has been generated for a particular combination ofprimary and target outcome(s), the payout table may be stored, forexample, in the offer tracking database 318.

Once a target outcome has been chosen or designated and the player hasaccepted the target outcome, the player may place a wager. To place thewager, the player may insert coins or bills into the gaming device, in amanner well known in the art. The player may press buttons or areas onthe touch screen indicating how many coins or credits are to be wageredfrom a credit balance on the machine.

In some embodiments, the player places a wager prior to the generationof the primary outcome. In such cases, the player need not necessarilyplace an additional wager after the primary outcome has been generated.

In some embodiments, once the player has placed a wager, the gamingdevice generates a secondary outcome. In a video poker, video blackjack,or other card game embodiment, for example, a secondary outcome may begenerated by sequentially selecting one or more cards from an electronicdeck of cards stored in memory. For example, if the primary outcome is:A(d), K(d), Q(d), 6(s), 5(s), and the target outcome is A(d), K(d),Q(d), J(d), 10(d), then the secondary outcome is generated by replacingthe 6(s) and 5(s) with two cards from the top of an electronic deck ofcards stored in the memory of the gaming device. Of course, the cardsneed not come from the top of the deck, but may be drawn from thebottom, drawn from some other consistent location, or drawn randomly.

In an example of a reel slot machine embodiment, a gaming device may usea random number generator to select a symbol for one or more of thereels being re-spun. Although a reel may have twenty symbols, eachsymbol need not occur with equal probability. For example, 10 outputs ofthe random number generator may correspond to a first symbol on a reel,whereas only 5 outputs of the random number generator correspond to thesecond symbol on the reel.

In some embodiments, it is desirable for a gaming device to be able togenerate a target outcome without significantly altering its operations.For example, many three-reel slot machines are currently programmed togenerate an outcome involving symbols on all three reels. To generate anoutcome involving the re-spin of only a single reel might requiresignificant modification of the hardware or software of the slotmachine. Therefore, in one embodiment of this invention, a secondaryoutcome may be generated by 1) continuously generating potentialsecondary outcomes 2) determining whether the potential secondaryoutcomes match characteristics of the primary outcome and 3) designatingthe current outcome as a secondary outcome only if the current outcomehas characteristics matching those of the primary outcome. As anexample, suppose the primary outcome on a three-reel slot machine is“lemon-lemon-bell”. A player designates the target outcome as“lemon-lemon-lemon”, and wishes to re-spin only the third reel of theslot machine. Unfortunately, the slot machine is not programmed simplyto re-spin the third reel. So the slot machine spins all three reels andgets “orange-cherry-bar”. However, “orange-cherry-bar” is not a propersecondary outcome, since obviously, it would not occur if only the thirdreel were spun from the primary outcome. So the slot machine spins againand gets “bar-cherry-bar”. Once again, this is not a proper secondaryoutcome. The slot machine spins again and gets “lemon-lemon-orange”.“Lemon-lemon-orange” is a proper secondary outcome, since it couldconceivably occur from the primary outcome by spinning only the thirdreel of the slot machine. So “lemon-lemon-orange” becomes the firstsecondary outcome. The process then repeats itself until the playerachieves the target outcome.

In some embodiments, each secondary outcome may be generated from aprimary outcome or from a prior secondary outcome. For example, aprimary outcome in video poker is: A(h), K(h), Q(h), 6(s), 2(s). Fromthe primary outcome, the player chooses to discard the 6(s) and 2(s) andto draw two more cards, in an attempt at a royal straight flush. Thefirst secondary outcome comes up as: A(h), K(h), Q(h), J(h), 8(d). Sincethe first secondary outcome is not a royal straight flush, the playermust draw again. In some embodiments, the player would have to drawagain from the primary outcome. That is, the player's hand would revertto: A(h), K(h), Q(h), 6(s), 2(s), and the player would once againdiscard the 6(s) and 2(s) and draw two more cards.

In other embodiments, the player would keep the most recent secondaryoutcome as his current hand, in this case, A(h), K(h), Q(h), J(h), 8(d).Then, the player would have to draw only a single card, discarding the8(d). In still other embodiments, the player would have the opportunityto choose the outcome from which to generate a new secondary outcome. Sothe player might choose to draw from the A(h), K(h), Q(h), 6(s), 2(s),or from the A(h), K(h), Q(h), J(h), 8(d). Had there been other secondaryoutcomes, the player might have chosen to draw from these too. Thepayout tables may or may not adjust based on the outcomes from which theplayer chooses to draw. Now, if the player does repeatedly draw from thesame outcome, e.g., the primary outcome, then, in many embodiments, thecards remaining in the virtual deck of cards are reshuffled. Otherwise,the player would always get the same secondary outcome. The aboveapplies to slot machines and other gaming devices as well as to videopoker. For example, given a primary outcome of “bar-bar-lemon” and asecondary outcome of “bar-bar-bell”, a player might have the third reelre-spun from the “lemon” position, or from the “bell” position.

In a video poker embodiment, secondary outcomes may be generated from aninfinite deck, from a constant deck, or from a diminishing deck. In aninfinite deck embodiment, the likelihood of drawing any card (with thepossible exception of cards currently in the player's hand) is the same.In a constant deck embodiment, any cards that are discarded are put backinto the virtual deck, though possibly only after the next secondaryoutcome is generated. With an infinite deck or a constant deckembodiment, a player may conceivably draw indefinitely without achievingthe target outcome. In a diminishing deck embodiment, cards drawn fromthe deck are discarded and not reinserted into the deck. Eventually, theplayer will then obtain the card or cards he needs.

Once again, the above may apply to a slot machine embodiment. When aplayer re-spins a reel of a slot machine, the player may or may not beable to obtain the same symbol. For example, once the player obtains asymbol, that symbol may be removed from the set of possible symbols tobe achieved on the third reel. Thus, by ultimately eliminating allunwanted symbols, a player is guaranteed to achieve his target outcome.

In various embodiments of the present invention, the gaming devicemaintains an iteration count, which begins at zero and increments by oneevery time a secondary outcome is generated. For example, after thefirst secondary outcome is generated, the iteration count reads “1”.After the 5^(th) secondary outcome is generated, the iteration countreads “5”. The iteration count allows the gaming device to determine howmuch to pay to the player when the player finally does achieve thetarget outcome. There are many other algorithms for changing theiteration count. For example, the iteration count may begin at “1” andonly increment if the secondary outcome does not match the targetoutcome. The iteration count may be displayed to the player using an LCDdisplay or other display means attached to the gaming device. In someembodiments, the iteration count may include a count of a number ofprimary outcomes generated prior to starting to generate secondaryoutcomes. The iteration count may be stored in a database such as offertracking database 318.

In one or more embodiments, the gaming device executes a program (e.g.,program 303) to compare the secondary outcome to the target outcome. If,for example, a symbol by symbol correspondence is necessary, the gamingdevice may compare each symbol in the secondary outcome with each symbolin the target outcome. Order may or may not matter, as appropriate tothe terms of the offer and/or the rules of the game. Typically, but notalways, if all symbols in accordance, then there is a match.

In some cases, the target outcome is really a set of outcomes. Forexample, a target outcome of “straight flush” in video poker may beachieved with numerous individual outcomes, such as: J(d), 10(d), 9(d),8(d), 7(d). In this case, the video poker machine may do other tests onthe secondary outcome to determine whether it meets the criteria of atarget outcome. For example, to determine whether a secondary outcome isa straight flush, the video poker machine may check to see that allcards are of the same suit and that all cards are of consecutivedenominations.

If the secondary outcome matches the target outcome, then the processorof the gaming device may execute instructions to look up the iterationcount, such as may be stored in offer tracking database 318. The gamingdevice then matches the iteration count to the payout table for theappropriate payout, as indicated in the offer tracking database 318. Thegaming device then pays the player accordingly, by, for example,incrementing the player's credit balance, by depositing coins into theplayer's tray, or by providing the player with some other benefit.

In one example, a player is playing video poker, and drawing to a targetoutcome of a full house. It takes the player 11 tries to achieve thefull house. Once the player achieves the full house, the gaming devicelooks up the iteration count, and finds it to be 11. The gaming devicethen consults the payout table for the current offer (e.g., by accessingoffer tracking database 318) and finds that 11 iterations warrants apayout of two coins. Therefore, the gaming device drops two coins intothe player's tray.

If the secondary outcome does not match the target outcome, then thesteps of generating a secondary outcome and determining whether thesecondary outcome matches the target outcome are repeated.

Referring to FIG. 7, a flow chart 700 represents an embodiment of thepresent invention that may be performed by a gaming device, including,without limitation, a slot machine or video poker machine. Theparticular arrangement of elements in the flow chart of FIG. 7, as wellas the other flow charts discussed herein, is not meant to imply a fixedorder to the steps; the steps can be practiced in any order that ispracticable for various embodiments of the present invention.

The gaming device generates a primary outcome in a manner well known inthe art (step 710). Using an example of a player playing at a slotmachine the player initiates play of a slot machine game (e.g., bypulling a handle or pressing a button). In another example, the gamingdevice generates the primary outcome without the player initiating play(e.g., by generating the primary outcome automatically, such as inresponse to a signal from server 102). In another example, referring totabular representation 500 of offer tracking database 318, the gamingdevice generates a primary hand of A(hearts), K(hearts), Q(hearts),J(hearts), 6(clubs).

The gaming device receives a designation of a target outcome (step 720).For example, the player selects a target outcome to be achieved (e.g.,by selecting the target outcome from a displayed menu).

In another example, the gaming device accesses player database 210 basedon a received player identifier (e.g., a player tracking card numberread by the gaming device) and determines a target outcome preferred bythe player. In one example, referring to tabular representation 500 ofoffer tracking database 318, the player selects a hand of A(h), K(h),Q(h), J(h), 10(h) as a target outcome.

The gaming device determines an appropriate payout table based on thetarget outcome (step 730). For example, the payout table may associate aparticular outcome iteration with a respective payout amount. In someembodiments, the payout table is also determined based on the primaryoutcome. For example, the payout amounts may correspond to how easy itwill be to achieve the target outcome based on the primary outcome.

The gaming device receives a wager (step 740). The player typicallyinserts a monetary amount (e.g., coins, bills, tokens, chips, creditcard, cashless gaming ticket) or otherwise has an amount of fundsavailable to wager, and indicates a wager amount (e.g., by pressingbuttons). The wager may be received prior to or after the generation ofthe primary outcome (step 710).

The gaming device generates a secondary outcome based on the primaryoutcome (step 750). In one example, if the primary outcome comprises afirst game element (e.g., a “cherry” reel symbol) and a second gameelement, the secondary outcome will contain the first game element butmay generate a third game element to replace the second game element.The gaming device then determines whether the generated secondaryoutcome matches the target outcome (step 760). For example, if thetarget outcome is a particular hand or type of hand in a poker game(e.g., a straight flush, or four aces), the gaming device compares thesecondary hand with the designated target outcome to determine whetherthe target outcome has been achieved on this iteration.

If the secondary outcome does not match the target outcome (i e., if thetarget outcome has not yet been achieved), the gaming device incrementsan iteration counter (step 770), for example, the number of iterations508 field depicted in tabular representation 500 of offer trackingdatabase 318. In this way, the gaming device can track how manysecondary outcomes were generated before achieving the target outcome.The process then proceeds with the generation of another secondaryoutcome based on the primary outcome (step 750).

If, however, the secondary outcome does match the target outcome, theplayer is provided with a payout based on the determined payout tableand the number of iterations (e.g., the number of secondary outcomes)required to achieve the target outcome (step 780). Preferably, thepayout provided on achieving the target outcome corresponds to an amountthat is greater than zero (e.g., a positive payout amount). For example,referring to tabular representation 500 of offer tracking database 318,if the third secondary outcome to be generated (e.g., the secondaryoutcome that is generated on the third iteration according to theiteration counter) matches the target outcome (e.g., A(h), K(h), Q(h),J(h), 10(h)), a credit balance of the player is increased in the amountof forty credits.

For example, an appropriate entry of the player database may include afield that stores a financial account identifier, indicating a bankaccount, a credit card account or account with the casino. The financialaccount may be updated (e.g., an amount of funds transferred to theaccount in accordance with the player winnings). The appropriate entryof the player database may alternatively or additionally include a fieldthat stores the balance, or updates an amount of aggregate balances theplayer has won.

In one example embodiment of the present invention, a player approachesa video poker machine and places a wager for a game in a manner wellknown in the art. In a manner well known in the art, after placing thewager the player receives a hand of five cards, selects any number ofthe five cards in the hand to discard, receives replacements for anydiscarded cards, and then receives a payout based on the final hand. Forexample, if the final hand is a predetermined winning hand, the playerwill receive a payout.

The player places several such wagers and receives several correspondinginitial hands, but he is not having much success at achieving winningfinal hands from the initial hands. Then, the player is dealt an initialhand of: A(spades), K(spades), Q(spades), J(spades), 3(hearts). Theplayer thus has an opportunity to hit a royal straight flush, the bestpossible outcome, by discarding the 3(hearts) and drawing a new card fora final hand. With a standard deck, the player has a 1 in 47, or 0.02128probability of drawing the 10(spades) in the final hand for the royalstraight flush in spades (e.g., there are forty-seven cards remaining inthe deck in the initial hand is dealt, of which only one card,10(spades), can achieve the desired outcome). As the player really wantsto hit the royal straight flush, rather than simply discarding the3(hearts) and drawing a new card for a final hand, thereby ending thegame, he decides to select a “Guaranteed to Win” option from the touchscreen of the video poker machine.

In response, the video poker machine asks the player what his desiredtarget outcome is. It suggests the royal straight flush in spades:A(spades), K(spades), Q(spades), J(spades), 10(spades), and the playeragrees by selecting a “Continue” option on the touch screen. Then thedisplay screen of the video poker machine displays a payout tableassociated with the guaranteed outcome. The payout table indicates thatif the player draws the 10(spades) in one try, he will receive 400tokens. If he draws the 10(spades) on the second try, he will receiveonly 50 tokens. If he draws the 10(spades) on the third try, he willreceive only 40 tokens, and so on.

The player presses a “Continue” button, indicating that he is satisfiedwith the payout table corresponding to his selected target outcome andaccepts the offer for the guaranteed outcome. Because the player placeda wager at the start of the game, before receiving the initial hand, hedoes not have to place a new wager. The player presses a “Draw” buttonon the video poker machine, and the gaming device displays a new hand:A(s), K(s), Q(s), J(s), 8(d). The player has not made his royal straightflush; however, because the player was guaranteed to achieve the targetoutcome, this is not a final hand; the player may continue playing. Hepresses the “Draw” button again, and the video poker machine replacesthe 8(d) with another card. The player continues receiving hands withoutplacing any additional wager after the initial hand, until the playerdraws the 10(s) to achieve the royal straight flush. For hitting theroyal straight flush on the fifth iteration after the initial hand theplayer receives twenty-five tokens and enjoys the winning experience.

Referring to FIG. 8, a flow chart 800 represents an embodiment of thepresent invention that may be performed by a gaming device, including,without limitation, a video poker machine and a video slot machine. Theparticular arrangement of elements in the flow chart of FIG. 8, as wellas the other flow charts discussed herein, is not meant to imply a fixedorder to the steps; the steps can be practiced in any order that ispracticable for various embodiments of the present invention.

A video poker machine receives a wager from a player (step 802). Thegaming device deals an initial hand of five cards after receiving thewager (step 804). The video poker machine receives an indication of arequest by the player for a guaranteed hand (step 806). For example, theplayer may indicate his desire for a guaranteed hand by pressing anappropriate button of the video poker machine or otherwise selecting anoption to achieve a target hand. The video poker machine then determinesa guaranteed hand of five cards to offer to the player (step 808). Forexample, the video poker machine determines a unique five-card hand(e.g., royal straight flush in spades) or a poker hand grouping (e.g.,royal straight flush, four-of-a-kind) to offer to the player as a targethand. In some cases, the video poker machine may determine theguaranteed hand from the request (e.g., the request may indicate atarget outcome desired by the player). In one embodiment, the guaranteedhand includes at least one card from the initial hand.

The video poker machine then displays at least a portion of a payouttable based on the guaranteed hand (step 810). In one example, thepayout table indicates one or more payout amounts, in which eachpotential payout amount corresponds to a total number of hands dealtbefore the guaranteed target outcome is achieved (e.g., corresponds toan iteration count). FIG. 12 is an exemplary representation of a display1200 of a payout table and is described in detail above.

Referring again to FIG. 8, the video poker machine then receives anindication that the player accepts the offer for the guaranteed hand(step 812). The gaming device then deals cards to complete a second handof five cards before receiving any wager subsequent to the first wager(step 814), and determines whether the second hand matches theguaranteed hand (step 816). For example, based on the guaranteed hand tobe achieved, either the player or the gaming device holds and/ordiscards cards of the first hand as appropriate. The gaming device thenreplaces any discarded cards to generate a second hand, and determineswhether the second hand includes each of the five cards of theguaranteed hand. The video poker machine provides a payout if the secondhand includes five cards that match the guaranteed hand (step 818). Ifthe target hand is not achieved, the gaming device then deals a thirdhand of cards (step 814) and the process continues until the guaranteedhand is achieved.

In another example embodiment, a player sits down at a three-reel videoslot machine. She reads the following instructions on the display screenof the machine:

-   -   Keep spinning until you get three starting symbols you like.    -   Then, select one reel you want to individually re-spin, and        select the symbol you want it to hit.    -   We will show you a payout table that tells you how much money        you'll get if you hit your symbol on the first re-spin, how much        money you'll get if you hit your symbol on the second re-spin,        and so on.    -   Then, select the number of coins you would like to bet.    -   Begin re-spinning!

After reading the instructions, the player begins making handle pulls atthe slot machine. She is not satisfied with her first few results, buteventually receives an outcome of “lemon-cherry-lemon”. She decides shewould like to achieve an outcome of “lemon-lemon-lemon”. Accordingly,she selects the second reel by touching the second reel on the videoslot machine. A menu is displayed by the video slot machine, showingnine different symbols from which she can choose. From the menu ofsymbols, she selects “lemon”. The gaming device then displays a payouttable indicating that, for a wager of two coins, the player would winsix coins by hitting the third “lemon” on the first re-spin of thesecond reel, four coins for achieving “lemon-lemon-lemon” on the secondre-spin, two coins on the third, and one coin for any re-spinthereafter. The player decides to accept the offer for the guaranteedoutcome of “lemon-lemon-lemon” and wagers two coins. On her fourthre-spin of the second reel, the third “lemon” appears. The playerreceives one coin back for the wager of two coins.

Referring to FIG. 9, a flow chart 900 represents an embodiment of thepresent invention that may be performed by a gaming device, including,without limitation, a video poker machine and a video slot machine. Theparticular arrangement of elements in the flow chart of FIG. 9, as wellas the other flow charts discussed herein, is not meant to imply a fixedorder to the steps; the steps can be practiced in any order that ispracticable for various embodiments of the present invention.

A video slot machine displays a primary outcome to a player (e.g.,“lemon-cherry-lemon”) (step 902). For example, the player may initiate aseries of handle pulls before finding an outcome he likes. The gamingdevice then receives a request by a player for one or more guaranteedslot outcomes (e.g., “lemon-lemon-lemon”) (step 904). Alternatively, thegaming device receives a request by a player for one or more guaranteedgame symbols. It will be understood that by requesting a particularoutcome (e.g., comprising a plurality of symbols), the player mayimplicitly or explicitly be requesting a guarantee that one or moreparticular symbols will be achieved. In one example, the request mayindicate a particular reel at which the player desires a reel symbol toappear. In another example, the player may wish to guarantee theoccurrence of a particular symbol at a particular reel of a slot machinegame, or at a particular position in a hand of cards. In some additionalembodiments, the player requests a target outcome that encompasses morethan one payline of a slot machine. In one embodiment, a guaranteed slotoutcome (e.g., “lemon-lemon-lemon”) includes at least one reel symbolfrom a primary outcome (e.g., “lemon-cherry-lemon”).

After receiving the request, the gaming device preferably displays aplurality of game symbols (e.g., slot reel symbols) to the player (step906) from which the player may select one or more game symbols inaccordance with the slot outcome he wants to guarantee will be achieved.

In one embodiment, the player selects from a menu each card or eachsymbol in the target outcome. For example, the player begins byselecting the first card in the target outcome. He highlights “Ace” in adenomination menu, and highlights “hearts” in a suit menu. The playerhas thereby selected the ace of hearts. He then repeats the process forthe second through fifth cards. FIG. 11 shows an exemplary display 1100from which a player selects target outcomes and is described above.

Referring again to FIG. 9, the video slot machine receives an indicationof a selection by the player of at least one game symbol (e.g.,“cherry”) from the plurality of game symbols (step 908). As discussedabove, in some embodiments the slot machine may also receive anindication of a selection by the player of a particular position (e.g.,slot reel) at which the player wants to guarantee the symbol will occur.

The video slot machine then displays at least a portion of a payouttable based on the guaranteed slot outcome (step 910), in a mannerdescribed above with respect to FIG. 8. In one example, the payout tableindicates one or more payout amounts, in which each potential payoutamount corresponds to a total number of re-spins of one or more reelsbefore the guaranteed target outcome is achieved (e.g., corresponds toan iteration count).

The video slot machine then receives a wager from the player (step 912).In some embodiments, the wager indicates an acceptance by the player ofan offer for the guaranteed slot outcome. The video slot machine thendetermines a secondary outcome based, for example, on a re-spin of oneor more reels (step 914). In various embodiments, the gaming devicere-spins the appropriate reels (e.g., any that do not match the targetoutcome) before receiving any wager subsequent to the wager alreadyreceived. The video slot machine then determines whether the secondaryslot outcome matches the guaranteed slot outcome (step 916). The videoslot machine provides a payout if the secondary slot outcome includesreel symbols that match the guaranteed slot outcome (step 918). In someembodiments, the payout is based on the number of re-spins afterreceiving the wager (e.g., the number of iterations). If the targetoutcome is not achieved, the gaming device then re-spins any reels thatdo not match (step 914), and the process continues until the guaranteedslot outcome is achieved.

Although flow chart 900 is described primarily with respect to a slotmachine, it will be understood by those having ordinary skill in the artthat various processes described herein with respect to slot machinesmay be configured appropriately to other types of games of chance,including without limitation video poker, and vice versa. For example,rather than guaranteeing a slot outcome, a player at a video poker orvideo blackjack machine may guarantee a target hand by selecting one ormore card symbols.

In another example embodiment, a player playing games at a three-reelvideo slot machine has lost $50 within the last twenty minutes. Theplayer is tempted to leave the machine, but also considers that thevideo slot machine might just need to be put off its “losing streak.”The player notices an area of the touch screen of the video slot machinethat says, “Play until you win!” The player presses the button and sawthe following instructions appear on the screen: “Play 6 coins and youcan keep on spinning until you win! Your prize will correspond to aone-coin wager.” The screen also provides a “Continue” button to acceptthe offer to play until he wins and a “Cancel” button to decline theoffer.

The player presses the “Continue” button to accept the offer and playuntil he wins. The video slot machine accepts a wager of six coins fromthe player. Then the player begins initiating a series of spins. Thefirst five spins do not result in a winning outcome for the player. Onthe sixth spin, however, the player receives an outcome including one“cherry” reel symbol, which pays out three coins (e.g., the amount theplayer would have won if he had received the outcome on a standardone-coin wager). Although the player had lost a total of three coins onhis original six-coin wager, he had gotten his guaranteed win, afterfive losing spins, without having to place any additional wagers. If theplayer is confident that the machine is now over its losing streak, theplayer may decide to return to playing one wager per pull.

Referring to FIG. 10, a flow chart 1000 represents an embodiment of thepresent invention that may be performed by a gaming device, including,without limitation, a video poker machine and a video slot machine. Theparticular arrangement of elements in the flow chart of FIG. 10, as wellas the other flow charts discussed herein, is not meant to imply a fixedorder to the steps; the steps can be practiced in any order that ispracticable for various embodiments of the present invention.

The gaming device provides an offer to a player, the offer including aguarantee of providing a winning experience in a game of chance, inexchange for a payment (step 1010). The gaming device receives a paymentfrom the player (1020). The gaming device also provides the guaranteedwinning experience to the player (1030) in accordance with the offer.

In some embodiments, the player may be offered a winning experiencecomprising a guaranteed benefit. For example, the guaranteed benefit maycomprise allowing the player to spin at least one reel of a slot machineas many times as necessary to achieve an outcome that corresponds to apayout amount that is greater than zero. Similarly, the guaranteedbenefit may comprise allowing the player to receive as many hands ofcards (or other sets of game symbols) as is necessary to achieve anoutcome that corresponds to a payout amount that is greater than zero.

In some embodiments, the guaranteed benefit comprises allowing theplayer to spin at least one reel of a slot machine as many times as isnecessary to achieve a payout amount that is greater than apredetermined threshold. For example, in exchange for providing apayment (e.g., $12), the player may be allowed to re-spin, withoutproviding any additional payment, as many times as is necessary toaccumulate a number of credits above a particular threshold (e.g., $10).For instance, one spin may correspond to a $2 payout, and another spinmay correspond to a $4 payout, and so on. The player may re-spin withoutadditional wagering until the accumulated payout amount reaches orexceeds the threshold.

In some embodiments, the guaranteed benefit comprises allowing theplayer to spin at least one reel of a slot machine as many times as isnecessary to achieve a predetermined outcome. For example, as describedvariously herein, in exchange for a payment, the player may beguaranteed the ability to play a game of chance through any number ofiterations (e.g., generation of outcomes) until the occurrence of aparticular outcome (e.g., a target outcome).

In some embodiments, the guaranteed benefit comprises a positive payoutthat is based on the number of iterations that were necessary to achievea target outcome.

5. Additional Embodiments

The following are several examples which illustrate additionalembodiments of the present invention. These examples do not constitute adefinition of all possible embodiments, and those skilled in the artwill understand that the present invention is applicable to many otherembodiments. Further, although the following examples are brieflydescribed for clarity, those skilled in the art will understand how tomake any changes, if necessary, to the above-described apparatus andmethods to accommodate these and other embodiments and applications.

The gaming device may perform some or all of the described functions ofthe server. Similarly, the server may perform some or all of thedescribed functions of the gaming device.

In some embodiments of the present invention, a player is always allowedto achieve a winning outcome in a game of chance. Thus, in someembodiments, a player can avoid being disappointed by missing a winningoutcome. Furthermore, the player can always force a “cold” machine towin, thereby breaking a cold streak.

In an additional embodiment, a player playing a video poker game at agaming device has an initial hand: J(d), 10(c), 8(h), 7(h), 6(h). Hechooses to discard the J(d) and 10(c) and to go for a straight flush inhearts. The straight flush would be achieved by drawing any of thefollowing combinations of cards: 10(h) 9(h); 9(h) 5(h); or 5(h) 4(h).After four iterations of drawing two cards, the player draws the K(s)and 9(h). The player holds onto the 9(h) and discards the K(s). Play ofthe game then continues with the video poker machine drawing only onecard at a time on each successive iteration, holding 9(h), 8(h), 7(h),6(h). After another four iterations, the player finally draws the 5(h)to achieve the target straight flush. Thus, some embodiments of thepresent invention provide for a process in which game elements orsymbols that match elements of a target outcome may be accumulated overmore than one iteration. For instance, in the example above, eachiteration of secondary outcome generation need not be based on theprimary outcome of J(d), 10(c), 8(h), 7(h), 6(h). Instead, gameelements, such as the 9(h), may be retained (either in response to inputfrom a player or automatically by the gaming device) from one iterationif they match elements of the target outcome. A subsequent secondaryoutcome (e.g., 9(h), 8(h), 7(h), 6(h), 5(h)) may thus be generated basedon a prior secondary outcome (e.g., K(s), 9(h), 8(h), 7(h), 6(h)).

In some embodiments the number of iterations on which the payout isbased may include the generation of the primary outcome. For example,the iteration counter may count the generation of the primary outcome.

In various embodiments, the gaming device receives a player trackingcard from a player and reads information from the player tracking cardin a manner known in the art. Typically, the player tracking card storesa unique player identifier, which in turn may be used to accessinformation (e.g., from a record of a database indexed by the playeridentifier) from the server. The information may be, for example, anentry of the player database. The gaming device may thus accessinformation such as a preferred target outcome or a preferred primaryoutcome of the player.

As mentioned previously, a generalized payout table, such as theexemplary payout table depicted in FIG. 13, may contain two dimensions:the number of iterations required to hit a particular outcome; and thevarious outcomes themselves. Payout tables in common use today are aspecial case, where the payout is zero for any number of iterationsgreater than 1 (i.e., the player loses if he does not achieve a targetoutcome on the first pull).

Another special case of the generalized payout table is where the payoutis independent of time. That is, where a person will receive the samepayout for hitting “orange-orange-orange” after three pulls as after 100pulls. A payout table that is independent of time may provide importantpsychological advantages to a player. For example, with such a payouttable, the player is guaranteed to win, and furthermore, it does notmatter to the player how long it takes to win. Therefore, the playerneed not worry about “cold streaks”. In fact, a player might prefer atime-independent payout table so as to weather a machine's “cold streak”without losing significant amounts of money.

A time-independent payout table will, in many embodiments, require adifferent wager than many payout tables currently in common use. This isbecause, with a time independent payout table, the player always wins apayout. Therefore, the wager may be set so as to be larger than some ofthe smaller prizes, so that the casino still has an expected profit foreach wager the player makes.

For example, imagine that there are three possible winning outcomes at aslot machine: “cherry-cherry-cherry”, “lemon-lemon-lemon” and“bar-bar-bar”. The first pays 3 coins and occurs with probability 1/10on every spin. The second pays 10 coins and occurs with probability 1/50on every spin. The third outcome, “bar-bar-bar” pays 1000 coins, andoccurs with probability 1/10,000 on every spin. The game ends after theplayer achieves one of the winning outcomes. Since the player isultimately guaranteed to achieve one of the three winning outcomes, oneneed only compute the probability that a player will get“cherry-cherry-cherry” before getting “lemon-lemon-lemon” or“bar-bar-bar”. Similarly, one can compute the probability that theplayer will get “lemon-lemon-lemon” first, or “bar-bar-bar” first.

The probability of the player getting “cherry-cherry-cherry” first isthe probability of getting “cherry-cherry-cherry” on any given spin,divided by the probabilities of getting “cherry-cherry-cherry”,“lemon-lemon-lemon” or “bar-bar-bar” on any given spin. This is equal to(1/10)/(1/10+1/50+1/10,000)=1000/1201. The probability of the playergetting “lemon-lemon-lemon” first is equal to(1/50)/(1/10+1/50+1/10,000)=200/1201. The probability of the playergetting “bar-bar-bar” first is equal to(1/10,000)/(1/10+1/50+1/10,000)=1/1201.

Knowing, for each outcome, the payout and the probability that theoutcome will occur first, one can compute the expected payout for theplayer: 3 coins×1000/1201+10 coins×200/1201+1000 coins×1/1201=6000/1201.The expected payout, 6000/1201, is just a little less than 5. Therefore,in the current example, a player might make a wager of five coins and beguaranteed a winning outcome. Most of the time the player would winthree coins, with “cherry-cherry-cherry”. Sometimes the player would win10 coins, and occasionally, the player would win 1000 coins.Advantageously, the player would always win something, and yet thecasino would expect to make a small profit from the player on eachhandle pull.

In some cases, a player might put in 50 coins for a guarantee ofachieving an outcome paying only 30 coins. The player would be certainto lose money, but would end a gaming device's losing streak. In somecases, a player might put in 50 coins, and be guaranteed to achieve anytarget outcome paying at least 30 coins.

Although a target outcome is typically a standard winning outcome, suchas straight flush in video poker, or three like symbols in a three-reelslot game, the target outcome need not be so. For example, a targetoutcome in video poker might be K(s), 10(h), 8(h), 6(c), 2(d), or anytypically non-winning outcome. The payout table might simply correspondto the difficulty of achieving the target outcome from the primaryoutcome. For example, if the target outcome differs greatly from theprimary outcome, the payout for hitting the target outcome within only afew iterations would be large.

In some embodiments, a player's goal may be to hit each of severaltarget outcomes. For example, the player holds four cards to a royalstraight flush in video poker. One target outcome might be a straight,another target outcome might be a flush, and another might be a straightflush. The player might draw cards until he achieves a straight, thendraw cards until he achieves a flush, and then draw cards until heachieves a straight flush. The player may be required to achieve asimple straight or a simple flush before achieving the straight flush.The player may or may not have to proceed in order (e.g., from straightto flush to straight flush). The player's payout may be based on thetotal number of outcomes generated before achieving all target outcomes.Alternatively, the payout may be some function of the number of outcomesgenerated between the primary outcome and the first target outcome,and/or between each target outcome and the next target outcome.

Secondary outcomes may be generated automatically by the gaming device.For example, the player may press a button that initiates the rapiddrawing of cards until the player achieves his target outcome.

In one or more embodiments, the player is allowed only a certain numberof chances to achieve a target outcome. For example, if the player needsone card to complete a royal straight flush, then the player may beallowed to draw five cards in attempting to complete the royal straightflush. However, if none of the five cards complete the royal straightflush, then the player may lose, or may have to make additional wagersso as to draw more cards.

In one embodiment, the player may select the number of chances he wouldlike at achieving the target outcome. For example, a menu might allowthe player to select 4 chances, 16 chances, or 20 chances. The playermay be required to make varying wagers depending on the number ofchances he would like. For example, the player might have to make only asmall wager to get 2 chances, but a large wager to get 20 chances, sincewith 20 chances, the player is more likely to achieve the targetoutcome. Alternatively, or in addition, the payout tables may changedepending on how many additional chances the player has to achieve thetarget outcome. For example, if the player has many chances to achievethe target outcome, the payout tables may have lower prizes than theywould if the player had only a few chances.

In one embodiment, the player wins a prize if he fails to achieve atarget outcome after a certain number of secondary outcomes have beengenerated. For example, if the player holds four cards to a flush invideo poker, and can draw 20 additional cards without achieving a flush,then the player might get a large payout. In another embodiment, if theplayer is given 20 chances to achieve a target outcome, and fails on all20 chances, the player may be given another 20 chances, possibly withthe same payout table. For example, a player might win 100 coins forachieving the target outcome on the first secondary outcome, 50 coins onthe second secondary outcome, and so on. If the player does not achievethe target outcome after 20 secondary outcomes, then the player mightagain receive 100 coins for achieving the target outcome on the 21^(st)secondary outcome.

According to one embodiment, a player benefits from all outcomesachieved prior to achieving a target outcome. For example, a playermight be drawing to a straight flush in video poker. The player isallowed repeatedly to begin from his primary hand, to discard one card,and to draw another. If the drawn card does not give the player astraight flush, then the player tries again from the same primary hand.If the drawn card gives the player another winning outcome, then theplayer may receive a corresponding payout, and may still begin anew fromthe primary hand to draw towards the target outcome. Thus, by the timethe player gets his straight flush, the player might have played fiftydifferent hands, each starting with four cards to a straight flush. Theplayer might have achieved five straights, six flushes, and three handswith high pairs, and may have been paid for each.

A player may have multiple target outcomes. After a player achieves afirst target outcome, the player may choose to disregard the targetoutcome and try for a second target outcomes, e.g., by discarding a cardfrom a poker hand and drawing another card. The player might want todisregard a first target outcome if there is a second target outcomethat pays more. The player may or may not be forced to accept the firsttarget outcome he achieves.

In one embodiment, a player attempts to achieve certain target outcomes,but loses if he achieves other “poison” outcomes first. For example, theplayer might win by achieving “lemon-lemon-lemon” at a slot machine.However, the player might lose by achieving “cherry-cherry-cherry”. Onany other outcome, the player re-spins. As in a prior embodiment, theprobability of achieving “lemon-lemon-lemon” before achieving“cherry-cherry-cherry” can be computed. This probability can then beused in determining an appropriate payout for achieving“lemon-lemon-lemon”. For example, if there is a 1/11 probability ofachieving “lemon-lemon-lemon” before “cherry-cherry-cherry”, then theplayer may receive 10 coins when he achieves “lemon-lemon-lemon”.

Instead of poison outcomes, there may be poison symbols. For example,for a single wager, a player might continually re-spin until he achievesa winning outcome, such as “bar-bar-bar” or “7-7-7”. However, if a“lemon” appears on any reel, the game might end as a loss for theplayer. In some embodiments, the player may select the outcomes or thesymbols that are the poison symbols. The gaming device may then set thepayout tables according to how likely the poison symbols are to occur oneach spin, how likely the target outcomes are to occur on each spin, andhow much the target outcomes pay. Alternatively, the gaming device mayadjust the probability of the occurrence of a poison symbol or of atarget outcome so as to maintain a statistical advantage for the casino.

In one embodiment, when a player generates a primary outcome, theprimary outcome may become the target outcome. The player must thenregenerate the primary outcome in order to win. In some embodiments,certain primary outcomes may win automatically for the player, withoutthe need for the player to regenerate the primary outcome. In otherembodiments, once a player has generated a primary outcome, the playermust regenerate the same primary outcome before generating one or morepoison outcomes. In some additional embodiments, the poison outcomes maybe the same as the outcomes that would win automatically for a playerwere he to generate one of them as the primary outcome.

According to some embodiments, a player may be allowed as many secondaryoutcomes as he can generate in a given time period in an attempt toachieve a target outcome. If the player does not achieve the targetoutcome, he may lose. For example, so as to re-spin the third reel of aslot machine, the player is allowed to press the “re-spin” button on aslot machine as many times as he can in a ten-second period. If theplayer achieves the target outcome within the ten-second period, hewins. Otherwise, he loses. To make the player's task more difficult, aprobable card to be discarded from a video poker hand may appear in adifferent location on the screen for each secondary outcome. The playermust then spend time determining where the unwanted card is, beforedesignating it to be discarded.

The amount of time a player is given in which to generate secondaryoutcomes may depend on the player's primary outcome. If the primaryoutcome is similar to the target outcome (e.g., only a one-carddifference in video poker), then the player may be given only a littletime. However, if the primary outcome is dissimilar to the targetoutcome (e.g., a three-card difference in video poker), then the playermay be given more time. The amounts of time may be given in such amanner that a player is equally likely to achieve the target outcomestarting from any primary outcome.

In some embodiments, a player might play multiple poker handssimultaneously. Each might be independent of the other. That is, eachmight comprise cards from different virtual decks of cards.Alternatively, each hand might come from the same deck. With each hand,the player might proceed through the steps of this invention. Forexample, the player is dealt, say, three primary hands, designates threetarget outcomes (one for each hand), and continually receives secondaryoutcomes on each band. When each hand has reached its target outcome,the game ends. In some embodiments, the game ends when only a subset ofthe hands have reached their target outcomes. In some embodiments, oneor more hands must reach target outcomes simultaneously. For example,when the fifth secondary outcome generated for hand two is the targetoutcome for hand two, then the fifth secondary outcome generated forhand three must be the target outcome for hand three. Otherwise, eachhand might need generate an additional secondary outcome. Or the gamemight end as a loss for the player. Similar embodiments apply for aplayer playing other games, such as three or five-reel slots, videokeno, and so on.

In various embodiments, a player might be guaranteed to get into thebonus round of a game at a slot machine. Bonus rounds often consist ofsimple games or scenarios in which a player has the opportunity to winlarge prizes, but little or no opportunity to lose money. In anexemplary bonus round, several make-believe characters bid in amake-believe auction. The player receives as a prize the high bid in theauction.

Accordingly, for a given wager, the player would be allowed to spinrepeatedly without making further wagers, until the player entered thebonus round. Alternatively, the player might simply begin play in abonus round. In one embodiment, the size of the player's wager might berelated to his expected winnings from a bonus round. Thus, if the playercould expect to win 48 coins in a bonus round, his required wager mightbe 50 coins.

The set of target outcomes may consist of all target outcomes with apayout that is greater than or equal to a threshold amount. Accordingly,if the payout table is time independent, the player is guaranteed apayout of at least the threshold amount.

In some embodiments, all target outcomes associated with a standardpayout that is greater than a threshold amount may have their payoutsadjusted to be equal to or less than the threshold amount. For example,suppose the threshold amount is 30 tokens. The player is to be paid 30tokens upon the occurrence of any outcome with a standard payout greaterthan or equal to 30 tokens. Thus, even if the player achieves an outcomeof orange-orange-orange, with a standard payout of 50 tokens, the playerwould only receive 30 tokens. However, if the player achieves an outcomeof bar-bar-cherry, with a standard payout of 3 tokens, then the playergets to spin again. Essentially, the player is guaranteed a payout ofexactly the threshold amount. In some embodiments, the player might haveto place an initial wager in an amount greater than the thresholdamount.

In one embodiment, a player might be guaranteed to win a certaincumulative payout before needing to place a new wager. For example, aplayer might place an initial wager of 150 coins. The player is thenallowed to keep spinning the reels of a slot machine until accumulatingat least 100 coins in payouts. So the player might achieve an outcomethat pays 40 coins, then achieve three losing outcomes, then achieve anoutcome paying 50 coins, then achieve 6 losing outcomes, and finallyachieve an outcome that pays 30 coins. The player has now accumulated120 coins. He receives these as a payout, and the game ends.

In some embodiments, rather than wagering and playing until achieving awinning outcome, a player may play until achieving a winning outcomewithout wagering. Alternatively, the player provide a payment inexchange for being able to play without making a further payment untilachieving a winning outcome. For example, some players might find itbeneficial or entertaining to achieve a particular outcome, even if nopayout is provided. For instance, although the player does not win aprize, he does end the losing streak of the gaming device.

In some embodiments the player plays, without wagering, until the gamingdevice generates a certain number of losing outcomes in a row. Then, thepresumption is that the gaming device is due for a win, and the playermay place a wager if he so wishes. In fact, the player may wait untilthe gaming device has achieved any desired sequence of outcomes beforejumping in and placing a wager.

In some embodiments, the player must pay in order for the machine tomake a number or spins in the absence of a wager, even though the playercannot win anything. However, the player may benefit psychologicallyfrom the belief that the gaming device is purging itself of losingoutcomes, or is getting over a losing streak, and may avoid beingfrustrated or disappointed. For example, the player pays five coins, andthen the gaming device spins 100 times.

In other embodiments, the player earns the right to have a gaming devicegenerate outcomes in the absence of wagers. For example, the player mustplay an hour in order to have the machine make ten spins in the absenceof a wager.

In some embodiments, if the player has the gaming device making a numberof free spins, then the gaming device may display some indicator of thegaming device's performance over those 100 spins. For example, anindicator glows red when the gaming device is generating winningoutcomes more frequently than normal, and glows blue when the gamingdevice is generating winning outcomes less frequently than normal. Bywatching the indicator, the player may choose when to place a wager, orwhen to allow the gaming device to continue generating outcomes in theabsence of a wager.

In one embodiment, a player may continue generating secondary outcomes,but the set of target outcomes may diminish as the player goes throughmore iterations. For example, within the first three secondary outcomesin video poker, the player may win on any pair. However, after the firstthree outcomes, the player needs at least two pair to win. After thefirst six outcomes, the player may need at least three of a kind to win.

In an exemplary video blackjack embodiment, a player may begin with asingle card, such as, without limitation, an ace, king, queen, jack, orten. The player may generate secondary outcomes by drawing a secondcard. If the second card makes a blackjack (i.e., an ace and a face cardor a ten) for the player, then the player wins. Otherwise, the playerdraws a new second card, and the iteration counter increments by one.

In another embodiment, the player begins with a two-card hand and keepshitting until he reaches a point total of 21. If the player goes over21, then his last drawn card may be discarded so that the player has thechance of reaching 21 on the next iteration. The iteration counter mayincrement with every card the player draws, or only with every card thatthe player must discard to stay under 21.

In another blackjack embodiment, the player keeps forcing the dealer todraw additional cards until the dealer busts (i.e., his card point totalexceeds 21). The iteration counter may increment with every card thedealer draws.

In a typical keno game, a player chooses anywhere from 1 to 15 numbers,each between 1 and 80, inclusively. Twenty numbers are drawn, and theplayer is paid based on how many of his chosen number match the drawnnumbers. In one embodiment of this invention, a player might choose 6numbers and, as a target outcome, strive to match at least 4 of them.Twenty numbers might then be drawn. If the player has matched 4 or morenumbers, then the player is paid. Otherwise, the twenty numbers arewithdrawn and twenty new numbers are drawn. The player must now match atleast 4 of his numbers with 4 of this new set of twenty numbers. Theprocess of withdrawing the latest numbers and drawing a new set oftwenty numbers continues until the player matches at least 4 numbers.Then the player is paid based on the number of times twenty new numbershad to be drawn.

In another embodiment, the player has chosen six numbers in keno andtwenty numbers are drawn. If the player carmot match at least four ofhis numbers, then additional numbers are drawn without withdrawing theoriginal twenty numbers. That is, if the player has matched three of hisnumbers with the original twenty numbers drawn, and a twenty-firstnumber matches another of the player's chosen numbers, then the playerhas now matched four of his numbers and has therefore won. In thisembodiment, once the original twenty numbers have been drawn, additionalnumbers may be drawn in groups of two or more. This way, if a player hasmatched three numbers already, the player has the chance to match fiveor more numbers rather than always matching exactly four, as wouldhappen if additional numbers were drawn one at a time.

For example, suppose a player purchases a “Guaranteed to Win” kenoticket and chooses six numbers: 3, 9, 18, 22, 30, 41. The player wins bymatching four or more numbers. Furthermore, on a given iteration, theplayer is better off matching five numbers, and even better off matchingall six numbers. Once the player has purchased the ticket, 20 numbersare drawn. Among them are: 9,22, and 41. Since the player has not yetmatched four numbers, a 21^(st) and a 22^(nd) number are drawn. These,however, do not give the player any additional matches. So a 23^(rd) anda 24^(th) number are drawn. These numbers are: 3 and 18. Now the playerhas matched five numbers, and receives a generous payout.

According to some embodiments, a player might quit a game in exchangefor the return of part of his wager or in exchange for a payment of aportion of an expected prize. For example, the player may begin with theprimary outcome of “bar-bar-bell” at a three-reel slot game. The playermight then place a wager of six coins and re-spin the third reel. Afterfive re-spins of the third reel, the player finds that he still has notachieved the target outcome of “bar-bar-bar”. The player may then decideto quit. Based on an examination of the payout table, the gaming devicemay find that, given that the player has not won after five re-spins,the player's expected winnings are just two coins. Accordingly, thegaming device pays two coins to the player, and the game ends.

In some additional embodiments, the player always has the option to quitfor a fixed amount of money. In such embodiments, the payout table maybe such that the player's expected winnings from continuing are alwaysgreater than or equal to the fixed amount of money the player would getfor quitting. In other embodiments, the player is only better offquitting after a large number of unsuccessful iterations.

In one embodiment, a player repeatedly generates secondary outcomes.From time to time, the most recent secondary outcome will match a targetoutcome. When there is a match, the player has the opportunity to stopthe game and receive the prize associated with the current secondaryoutcome. However, the player may also continue the game in the hopes ofgenerating a secondary outcome to match an even higher paying targetoutcome. In some embodiments, if the player continues the game, then hemay lose the opportunity to obtain the prize associated with the currentsecondary prize. In some alternative embodiments, after a set period oftime in which the player has not himself ended the game, the game endson its own. If the current secondary outcome is not one of the possibletarget outcomes, then the player wins nothing. This embodiment createsan exciting dilemma for the player. When he achieves a target outcomeearly on, does he stop the game and take his prize, or does he continuewith the game in the hopes of obtaining an even larger prize?

As an example, a player is playing a three-reel slot game. The player'starget outcomes are any of the standard winning outcomes (e.g.,bar-bar-bar, lemon-lemon-lemon, any-any-cherry, etc.). The player placesa wager of 40 coins. The player may then spin the reels up to 100 times.After each spin, the player has the opportunity to quit and to take thepayout associated with the most recent spin. However, if the playerelects to continue spinning, the player forfeits the opportunity tocollect the payout. In this example, the player makes five losing spinsbefore achieving lemon-lemon-lemon, an outcome with a payout of 35coins. The player is tempted to take the 35 coins and quit. However, theplayer still has 94 spins remaining, each giving him the possibility ofwinning more than 35 coins. So the player elects to continue spinning.After another 50 or so spins with small or nonexistent payouts, theplayer achieves an outcome of “bell-bell-bell,” with a payout of 20coins. Once again, however, the player elects to continue spinning. Onhis 90^(th) spin, the player again achieves “lemon-lemon-lemon.” Nowwith only ten spins to go, the player figures that he is better offtaking the 35-coin payout than risking winning less on the next tenspins. So the player accepts the 35 coins, and the game ends. The playerhas lost 5 coins on his original wager.

In the above embodiment, a casino might wish to determine beforehand aplayer's expected winnings. Knowing the player's expected winnings, acasino could require a wager that would assure the casino an expectedprofit. That is, the casino would require the player to make a wagerslightly larger than the player's expected winnings. To begin with,imagine that a player is allowed to make N spins. The player may quitafter any spin and take the most recent payout. However, if the playerdoes not quit earlier, then the player must quit after N spins. Nowimagine that, on any spin, the player may achieve any one of a set ofoutcomes, denoted x_(—)1, x_(—)2, . . . , x_k. Associated with eachoutcome is a probability of the outcome's occurrence on a given spin.The probability of outcome x_m occurring is denoted p(x_m). Each outcomex_m represents a payout. So, for example, x_(—)2 may represent asix-token payout. The outcome x_(—)2 does not necessarily correspond toone particular set of symbols, such as lemon-orange-cherry. Rather,x_(—)2 may correspond to multiple symbol sets, so long as each pays sixtokens.

If the player has made N−1 spins already and has decided to continuewith his last spin, the player's expected winnings are exactly hisexpected winnings from making a single spin. Thus, the player's expectedwinnings are given by: EV_N=Σ_(m=1 . . . k)x_m*p(x_m). Here, the symbolEV_N denotes the player's expected winnings going into the N^(th) spin.Similarly, EV_(N−1) denotes the player's expected winnings going intothe N−1^(st) spin, EV_(—)1 denotes the player's expected winnings goinginto the first spin, and so on.

A player who is not making his last spin will face a choice. If theoutcome he achieves on the current spin is greater than his expectedwinnings for all the remaining spins, then the player will quit.Otherwise, he will continue. Therefore, if the player is on spin t, thenEV _(—) t=Σ _({m|x) _(—) _(m<EV) _(—) _((t+1)}) EV_(t+1)*p(x _(—)m)+Σ_({m|x) _(—) _(m>=EV) _(—) _((t+1)}) x _(—) m*p(x _(—) m)

Using this formula, a player's expected winnings when he is allowed upto N spins may be determined iteratively by determining his expectedwinnings given that he is on his last spin, then his expected winningsgiven that he is on his second to last spin, and so on down to his firstspin. For example, one exemplary slot machine has the following payoutstructure: Out- 0 2 2 5 5 5 20 10 10 20 14 14 20 18 18 20 50 100 comeHits 8570 680 680 200 200 68 20 42 6 42 20 5 50 4 20 20 20 1In the table, “Outcome” represents the number of tokens paid, and “Hits”represents the number of times the corresponding outcome would beexpected to occur in 10,648 spins, or a complete cycle of the slotmachine. The probability of each outcome occurring on a single spin canbe found be dividing the “Hits” entry by 10,648. For example, theprobability of the outcome that pays 100 tokens appearing on a singlespin is 1/10,648=9.39*10⁻⁵, approximately.

If the player is allowed up to 10 spins on the above slot machine, andthe player is on his tenth spin, then his expected winnings are givenby: $\begin{matrix}{{{EV\_}10} = {{0*{8570/10}\text{,}648} + {2*{680/10}\text{,}648} + {2*{680/10}\text{,}648} +}} \\{{5*{200/10}\text{,}648} + \ldots + {100*{1/10}\text{,}648}} \\{= {.945}}\end{matrix}$

If the player is on his ninth spin, then his expected winnings are givenby: $\begin{matrix}{{{EV\_}9} = {{{EV\_}10*{8570/10}\text{,}648} + {2*{680/10}\text{,}648} + {2*}}} \\{{{680/10}\text{,}648} + \ldots + {100*{1/10}\text{,}648}} \\{= 1.71}\end{matrix}$

The procedure continues in the same fashion until EV_(—)1 has beendetermined. Note that all units are in tokens. The table below shows aplayer's expected winnings given that he is on each of the ten possiblespins. Again, units are in tokens. Spin 1 2 3 4 5 6 7 8 9 10 EV 5.385.02 4.65 4.24 3.81 3.35 2.85 2.32 1.71 0.945

From the above table, it can be seen that a player who is allowed up toten spins at the slot machine with the aforementioned payout table, canexpect to win 5.38 tokens. The player must, however, play a perfectstrategy. The player should decide to quit only if the current outcomepays more tokens than the player can expect to win by continuing. So ifthe player achieves an outcome paying five tokens on the first spin, heshould elect to continue, since he can expect to win 5.02 tokens in theremaining nine spins. However, if the player achieves an outcome payingfive tokens on his fifth spin, he should quit and take the five tokens.This is because he can only expect to win 3.35 tokens on his remainingfive spins.

A casino might use the above table to determine a wager that the playermust make in order to receive ten spins with the option of quitting anytime. Since the player would have expected winnings of 5.38 tokens, thecasino might require a wager of 6 tokens so as to assure itself anexpected profit.

In some embodiments involving mechanical reel slot machines, primary orsecondary outcomes may be generated based simply on the physics of wherethe reels stop once set in motion. The slot machines need not use randomnumber generators.

The disclosed invention may also apply to table games, such as rouletteor blackjack. In a roulette embodiment, a player begins by placing chipson an area of the playing surface representing a particular outcome. Thechips represent the player's wager. For example, the player makes afive-dollar wager on the number 33 by placing five one-dollar chips onan area marked “33”. A casino representative then repeatedly spins theroulette wheel. For each spin, the casino representative places aniteration marker beside the player's wager. An iteration marker may be aspecially shaped or colored token that represents the occurrence of oneor more secondary outcomes. When, on a spin of the roulette wheel, thenumber 33 finally occurs, then the player has achieved his targetoutcome. The casino representative counts the number of iterationmarkers beside the player's wager. Then, the casino representative paysthe player based on the player's wager and the number of secondaryoutcomes that have occurred since the player placed his wager. Thepayout is made in accordance with a predetermined payout table, whichmay be printed and laminated for easy reference by the player and thecasino representative.

In a related embodiment, once a player places his wager, the casinorepresentative places chips representing the maximum possible payoutbeside the player's wager. For each spin during which the player doesnot achieve his target outcome, the casino representative removes someof the chips he had placed beside the player's wager. Once the casinorepresentative has removed all the chips he had placed, the casinorepresentative begins removing chips that the player had placed as thewager. In this way, the chips remaining represent the maximum payout theplayer can expect for his original wager. When the player's targetoutcome does occur, the player receives the remaining chips on the areaof the playing surface representing the target outcome.

In another embodiment, the casino representative does not trackiterations with iteration markers or by removing chips from the playingsurface. Instead, the casino representative keeps written, mechanical,or electronic record of the number of iterations. For example, everytime a secondary outcome is generated, the casino representative pressesa button which increments an electronic iteration counter attached tothe playing surface. The iteration count may then be displayed with anLCD screen or other display device.

In a blackjack table game embodiment, a player might begin by placing awager on a designated area of the playing surface. The player's targetoutcome might be to achieve a point total of 21, to beat the dealer,etc. The dealer may then track the number of iterations required for theplayer to achieve his target outcome. Once again, tracking may beaccomplished with iteration markers, by placing and removing chips, orby otherwise recording the number of iterations. Various embodiments ofthe present invention may apply to other table games as well, includingpoker, war, pai gow, and so on.

According to some embodiments, information stored in a player database(e.g. player database 210) may be accessible to any gaming device atwhich a player plays, provided the player identifies himself by, forexample, inserting a player tracking card. When a gaming device receivesa player identifier, the gaming device may transmit the identifier tothe casino server and receive player information from the server. Accessto player information may allow a gaming device to simplify or to speedup steps of this invention. For example, if a player has a preferredprimary or target outcome, then the gaming device need not ask a playerto select a primary or a target outcome. A player may also be givenspecial treatment based on his playing history. For example, a playerwith a high historical theoretical win may be allowed to begin withcertain special primary outcomes, or may be allowed extra flexibility inchoosing a payout table. However, the system of the present inventionneed not include a casino server. Instead, in some embodiments, thesystem may consist solely of a gaming device.

Although the present invention has been described with respect to apreferred embodiment thereof, those skilled in the art will note thatvarious substitutions may be made to those embodiments described hereinwithout departing from the spirit and scope of the present invention.

1. A method comprising: determining a primary outcome; determining a target outcome; generating a payout table based on the primary outcome and the target outcome; receiving a wager from a player; generating a first secondary outcome; determining a total number of secondary outcomes generated; determining whether the first secondary outcome matches the target outcome; providing a payout based on the total number of secondary outcomes generated if the first secondary outcome matches the target outcome; and generating a second secondary outcome if the first secondary outcome does not match the target outcome. 2-34. (canceled) 